static void _RegisterEveryThing(IntPtr L, InitStep step) { LuaObject.Init(L, step); LuaGameObjectObject.Init(L, step); LuaCollider.Init(L, step); LuaBoxCollider.Init(L, step); LuaMeshRenderer.Init(L, step); LuaComponent.Init(L, step); LuaMeshFilter.Init(L, step); LuaRenderer.Init(L, step); }
public static void Init(IntPtr L, InitStep step) { if (step == InitStep.FIRSTLY) { LuaDLL.lua_newtable(L); //unityengine,cswrap,t _addMemberFunction(L); //unityengine,cswrap,t Lua_Register._SetTypeTable2Namespace(L, "MeshRenderer"); //unityengine,cswrap } else if (step == InitStep.FINAL) { _InitLink(L); } }
public BuildPipelineExecuter(ExecutionContext executionContext) { _executionContext = executionContext; _environmentStep = new InitStandardEnvironmentVariablesStep(); _initStep = new InitStep(executionContext.RepositoryDirectory, executionContext.BuildConfiguration.InitializationScript); _cloneStep = new CloneFolderStep(executionContext.FileSystem); _installStep = new InstallStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.InstallScript); _assemblyInfoStep = new AssemblyInfoRewriteStep(); _beforeBuildStep = new BeforeBuildStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.BeforeBuildScript); _buildScriptStep = new BuildScriptStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.BuildScript); _buildStep = new BuildStep(); _afterBuildStep = new AfterBuildStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.AfterBuildScript); _testScriptStep = new TestScriptStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.TestScript); _onSuccessStep = new OnSuccessStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.OnSuccessScript); _onFailureStep = new OnFailureStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.OnFailureScript); _onFinishStep = new OnFinishStep(executionContext.CloneDirectory, executionContext.BuildConfiguration.OnFinishScript); }